feat(mobs): fish schools + jellyfish + shark + spawner with distance-based life cycle

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Floppyrj45
2026-04-19 17:16:39 +02:00
parent d39a55dc45
commit 37e66a1350
7 changed files with 667 additions and 0 deletions

123
scripts/mobs/FishSchool.gd Normal file
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extends Node3D
@export var fish_count: int = 12
@export var school_radius: float = 4.0
@export var swim_speed: float = 2.5
var _fish_meshes: Array[MeshInstance3D] = []
var _fish_velocities: Array[Vector3] = []
var _time: float = 0.0
var _player: CharacterBody3D = null
func _ready() -> void:
_find_player()
_spawn_fish()
func _find_player() -> void:
var players := get_tree().get_nodes_in_group("player")
if players.size() > 0:
_player = players[0] as CharacterBody3D
func _spawn_fish() -> void:
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.75, 0.82, 0.95)
mat.metallic = 0.7
mat.roughness = 0.3
for i: int in range(fish_count):
var mesh_inst := MeshInstance3D.new()
var cyl := CylinderMesh.new()
cyl.top_radius = 0.05
cyl.bottom_radius = 0.15
cyl.height = 0.4
mesh_inst.mesh = cyl
mesh_inst.material_override = mat
# Random position in sphere
var offset := Vector3(
randf_range(-school_radius, school_radius),
randf_range(-school_radius * 0.5, school_radius * 0.5),
randf_range(-school_radius, school_radius)
)
mesh_inst.position = offset
# Rotate mesh so cone points forward (cylinder is vertical by default)
mesh_inst.rotation.z = PI * 0.5
add_child(mesh_inst)
_fish_meshes.append(mesh_inst)
var rand_vel := Vector3(
randf_range(-1.0, 1.0),
randf_range(-0.3, 0.3),
randf_range(-1.0, 1.0)
).normalized() * swim_speed
_fish_velocities.append(rand_vel)
func _process(delta: float) -> void:
_time += delta
if _player == null:
_find_player()
for i: int in range(_fish_meshes.size()):
var fish: MeshInstance3D = _fish_meshes[i]
var vel: Vector3 = _fish_velocities[i]
# --- Boids: cohesion + alignment with 3 nearest neighbors ---
var avg_pos: Vector3 = Vector3.ZERO
var avg_vel: Vector3 = Vector3.ZERO
var neighbor_count: int = 0
# Sort by distance to find 3 nearest
var distances: Array = []
for j: int in range(_fish_meshes.size()):
if j == i:
continue
var d: float = fish.position.distance_to(_fish_meshes[j].position)
distances.append({"idx": j, "dist": d})
distances.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a["dist"] < b["dist"])
for k: int in range(min(3, distances.size())):
var ni: int = distances[k]["idx"]
avg_pos += _fish_meshes[ni].position
avg_vel += _fish_velocities[ni]
neighbor_count += 1
if neighbor_count > 0:
avg_pos /= float(neighbor_count)
avg_vel /= float(neighbor_count)
var cohesion_force: Vector3 = (avg_pos - fish.position).normalized() * 0.5
var alignment_force: Vector3 = avg_vel.normalized() * 0.3
vel += (cohesion_force + alignment_force) * delta * 2.0
# --- Global cohesion: return to school center ---
var center_offset: Vector3 = fish.position # positions are local to school node
if center_offset.length() > school_radius:
vel += -center_offset.normalized() * 1.5 * delta * 4.0
# --- Player avoidance ---
if is_instance_valid(_player):
var world_fish_pos: Vector3 = global_position + fish.position
var dist_to_player: float = world_fish_pos.distance_to(_player.global_position)
if dist_to_player < 3.0:
var flee: Vector3 = (world_fish_pos - _player.global_position).normalized()
vel += flee * 4.0 * delta * (3.0 - dist_to_player)
# Clamp speed
if vel.length() > swim_speed * 1.5:
vel = vel.normalized() * swim_speed * 1.5
if vel.length() < 0.3:
vel = vel.normalized() * 0.3
_fish_velocities[i] = vel
fish.position += vel * delta
# Rotate mesh to face velocity direction
if vel.length_squared() > 0.001:
var look_pos: Vector3 = fish.position + vel.normalized()
fish.look_at(look_pos, Vector3.UP)
# Compensate for the mesh's local rotation offset
fish.rotation.z += PI * 0.5

163
scripts/mobs/Jellyfish.gd Normal file
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extends CharacterBody3D
signal attacked_player(damage: float)
@export var max_health: float = 20.0
@export var damage: float = 5.0
@export var detection_radius: float = 6.0
@export var attack_radius: float = 1.5
@export var move_speed: float = 1.0
enum State { WANDER, CHASE, ATTACK }
var health: float
var _state: State = State.WANDER
var _time: float = 0.0
var _wander_target: Vector3 = Vector3.ZERO
var _wander_timer: float = 0.0
var _attack_cooldown: float = 0.0
var _player: CharacterBody3D = null
var _base_scale: Vector3 = Vector3.ONE
# Visual nodes
var _dome: MeshInstance3D
var _tentacles: Array[MeshInstance3D] = []
func _ready() -> void:
health = max_health
_build_visuals()
_find_player()
_base_scale = scale
_pick_wander_target()
func _find_player() -> void:
var players := get_tree().get_nodes_in_group("player")
if players.size() > 0:
_player = players[0] as CharacterBody3D
func _build_visuals() -> void:
var mat := StandardMaterial3D.new()
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(0.9, 0.6, 0.9, 0.5)
mat.emission_enabled = true
mat.emission = Color(0.5, 0.1, 0.7)
mat.emission_energy_multiplier = 0.8
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
# Dome (sphere scaled to look like a bell)
_dome = MeshInstance3D.new()
var sphere := SphereMesh.new()
sphere.radius = 0.5
sphere.height = 0.7
_dome.mesh = sphere
_dome.material_override = mat
_dome.scale = Vector3(1.0, 0.7, 1.0)
add_child(_dome)
# 4 tentacles
var tent_mat := StandardMaterial3D.new()
tent_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
tent_mat.albedo_color = Color(0.85, 0.5, 0.85, 0.35)
tent_mat.emission_enabled = true
tent_mat.emission = Color(0.4, 0.0, 0.6)
tent_mat.emission_energy_multiplier = 0.5
tent_mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var offsets: Array[Vector2] = [
Vector2(0.2, 0.0), Vector2(-0.2, 0.0),
Vector2(0.0, 0.2), Vector2(0.0, -0.2)
]
for off: Vector2 in offsets:
var tent := MeshInstance3D.new()
var cap := CapsuleMesh.new()
cap.radius = 0.04
cap.height = 0.6
tent.mesh = cap
tent.material_override = tent_mat
tent.position = Vector3(off.x, -0.55, off.y)
add_child(tent)
_tentacles.append(tent)
# Collision shape
var col := CollisionShape3D.new()
var cshape := SphereShape3D.new()
cshape.radius = 0.55
col.shape = cshape
add_child(col)
func _process(delta: float) -> void:
_time += delta
# Pulse animation
var pulse: float = 1.0 + sin(_time * 3.0) * 0.08
_dome.scale.y = 0.7 * pulse
func _physics_process(delta: float) -> void:
if _player == null:
_find_player()
_attack_cooldown = max(0.0, _attack_cooldown - delta)
_wander_timer = max(0.0, _wander_timer - delta)
var player_dist: float = INF
if is_instance_valid(_player):
player_dist = global_position.distance_to(_player.global_position)
match _state:
State.WANDER:
_do_wander(delta)
if player_dist < detection_radius:
_state = State.CHASE
State.CHASE:
if is_instance_valid(_player):
var dir: Vector3 = (_player.global_position - global_position).normalized()
velocity = dir * move_speed
if player_dist < attack_radius:
_state = State.ATTACK
if player_dist > detection_radius * 1.5:
_state = State.WANDER
State.ATTACK:
if is_instance_valid(_player) and _attack_cooldown <= 0.0:
attacked_player.emit(damage)
_attack_cooldown = 1.5
if player_dist > attack_radius * 1.5:
_state = State.CHASE
# Smooth rotation toward movement
if velocity.length_squared() > 0.01:
var target_basis: Basis = Basis.looking_at(velocity.normalized(), Vector3.UP)
transform.basis = transform.basis.slerp(target_basis, delta * 3.0)
move_and_slide()
func _do_wander(delta: float) -> void:
if _wander_timer <= 0.0:
_pick_wander_target()
var dir: Vector3 = (_wander_target - global_position)
if dir.length() < 0.5:
_pick_wander_target()
else:
velocity = dir.normalized() * move_speed * 0.5
func _pick_wander_target() -> void:
_wander_target = global_position + Vector3(
randf_range(-5.0, 5.0),
randf_range(-2.0, 2.0),
randf_range(-5.0, 5.0)
)
_wander_timer = randf_range(3.0, 6.0)
func take_damage(dmg: float) -> void:
health -= dmg
if health <= 0.0:
queue_free()

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scripts/mobs/MobSpawner.gd Normal file
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extends Node3D
@export var player: NodePath = NodePath("")
@export var spawn_radius: float = 25.0
@export var despawn_radius: float = 40.0
@export var max_fish_schools: int = 3
@export var max_jellyfish: int = 5
@export var max_sharks: int = 1
const FISH_SCHOOL_SCENE := "res://scenes/mobs/FishSchool.tscn"
const JELLYFISH_SCENE := "res://scenes/mobs/Jellyfish.tscn"
const SHARK_SCENE := "res://scenes/mobs/Shark.tscn"
var _player_node: CharacterBody3D = null
var _chunk_manager: Node = null
var _timer: float = 0.0
const SPAWN_INTERVAL: float = 5.0
var _fish_schools: Array[Node3D] = []
var _jellyfish_list: Array[Node3D] = []
var _sharks: Array[Node3D] = []
func _ready() -> void:
_resolve_player()
_find_chunk_manager()
func _resolve_player() -> void:
if not player.is_empty():
var n: Node = get_node_or_null(player)
if n is CharacterBody3D:
_player_node = n as CharacterBody3D
if _player_node == null:
var players := get_tree().get_nodes_in_group("player")
if players.size() > 0:
_player_node = players[0] as CharacterBody3D
func _find_chunk_manager() -> void:
# Try common path
var cm: Node = get_node_or_null("/root/Main/World/ChunkManager")
if cm != null:
_chunk_manager = cm
return
# Fallback: search by class name
var candidates := get_tree().get_nodes_in_group("chunk_manager")
if candidates.size() > 0:
_chunk_manager = candidates[0]
func _physics_process(delta: float) -> void:
_timer += delta
if _timer >= SPAWN_INTERVAL:
_timer = 0.0
_resolve_player()
_tick_spawner()
func _tick_spawner() -> void:
if not is_instance_valid(_player_node):
return
var player_pos: Vector3 = _player_node.global_position
# --- Despawn far mobs ---
_cull_array(_fish_schools, player_pos)
_cull_array(_jellyfish_list, player_pos)
_cull_array(_sharks, player_pos)
# --- Spawn fish schools ---
while _fish_schools.size() < max_fish_schools:
var pos: Vector3 = _random_spawn_pos(player_pos)
if _is_valid_spawn(pos):
var inst: Node3D = _load_and_instantiate(FISH_SCHOOL_SCENE, pos)
if inst != null:
_fish_schools.append(inst)
else:
break
# --- Spawn jellyfish ---
while _jellyfish_list.size() < max_jellyfish:
var pos: Vector3 = _random_spawn_pos(player_pos)
if _is_valid_spawn(pos):
var inst: Node3D = _load_and_instantiate(JELLYFISH_SCENE, pos)
if inst != null:
_connect_mob_signal(inst)
_jellyfish_list.append(inst)
else:
break
# --- Spawn sharks ---
while _sharks.size() < max_sharks:
var pos: Vector3 = _random_spawn_pos(player_pos)
if _is_valid_spawn(pos):
var inst: Node3D = _load_and_instantiate(SHARK_SCENE, pos)
if inst != null:
_connect_mob_signal(inst)
_sharks.append(inst)
else:
break
func _cull_array(arr: Array[Node3D], player_pos: Vector3) -> void:
var i: int = arr.size() - 1
while i >= 0:
if not is_instance_valid(arr[i]):
arr.remove_at(i)
elif arr[i].global_position.distance_to(player_pos) > despawn_radius:
arr[i].queue_free()
arr.remove_at(i)
i -= 1
func _random_spawn_pos(player_pos: Vector3) -> Vector3:
var angle: float = randf_range(0.0, TAU)
var dist: float = randf_range(15.0, spawn_radius)
var depth: float = randf_range(-40.0, 50.0)
return Vector3(
player_pos.x + cos(angle) * dist,
depth,
player_pos.z + sin(angle) * dist
)
func _is_valid_spawn(pos: Vector3) -> bool:
if _chunk_manager == null:
return true
if not _chunk_manager.has_method("get_block"):
return true
var block_id: int = _chunk_manager.call("get_block", pos)
# Block IDs 2..8 are solid — don't spawn inside solid blocks
if block_id >= 2 and block_id <= 8:
return false
return true
func _load_and_instantiate(scene_path: String, pos: Vector3) -> Node3D:
var packed: PackedScene = load(scene_path)
if packed == null:
return null
var inst: Node3D = packed.instantiate() as Node3D
if inst == null:
return null
get_tree().current_scene.add_child(inst)
inst.global_position = pos
return inst
func _connect_mob_signal(mob: Node3D) -> void:
if mob.has_signal("attacked_player"):
if not mob.is_connected("attacked_player", _on_mob_attacked_player):
mob.attacked_player.connect(_on_mob_attacked_player)
func _on_mob_attacked_player(dmg: float) -> void:
if is_instance_valid(_player_node):
if _player_node.has_method("take_damage"):
_player_node.take_damage(dmg)
elif "health" in _player_node:
_player_node.health -= dmg

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scripts/mobs/Shark.gd Normal file
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extends CharacterBody3D
signal attacked_player(damage: float)
@export var max_health: float = 50.0
@export var damage: float = 15.0
@export var detection_radius: float = 12.0
@export var move_speed: float = 4.0
@export var chase_speed: float = 7.0
enum State { PATROL, CHASE, ATTACK }
var health: float
var _state: State = State.PATROL
var _time: float = 0.0
var _patrol_points: Array[Vector3] = []
var _patrol_index: int = 0
var _attack_cooldown: float = 0.0
var _player: CharacterBody3D = null
# Visual
var _body: MeshInstance3D
var _head: MeshInstance3D
var _tail: MeshInstance3D
var _fin: MeshInstance3D
func _ready() -> void:
health = max_health
_build_visuals()
_find_player()
_generate_patrol_points()
func _find_player() -> void:
var players := get_tree().get_nodes_in_group("player")
if players.size() > 0:
_player = players[0] as CharacterBody3D
func _build_visuals() -> void:
# Top dark grey material
var mat_dark := StandardMaterial3D.new()
mat_dark.albedo_color = Color(0.165, 0.208, 0.251) # #2a3540
mat_dark.roughness = 0.8
# Bottom dirty white material
var mat_white := StandardMaterial3D.new()
mat_white.albedo_color = Color(0.816, 0.835, 0.847) # #d0d5d8
mat_white.roughness = 0.8
# Body (central capsule)
_body = MeshInstance3D.new()
var body_mesh := CapsuleMesh.new()
body_mesh.radius = 0.4
body_mesh.height = 1.6
_body.mesh = body_mesh
_body.material_override = mat_dark
_body.rotation.z = PI * 0.5
add_child(_body)
# Head (smaller capsule in front)
_head = MeshInstance3D.new()
var head_mesh := CapsuleMesh.new()
head_mesh.radius = 0.28
head_mesh.height = 0.8
_head.mesh = head_mesh
_head.material_override = mat_dark
_head.rotation.z = PI * 0.5
_head.position = Vector3(0.95, 0.0, 0.0)
add_child(_head)
# Tail (smaller capsule behind)
_tail = MeshInstance3D.new()
var tail_mesh := CapsuleMesh.new()
tail_mesh.radius = 0.2
tail_mesh.height = 0.7
_tail.mesh = tail_mesh
_tail.material_override = mat_dark
_tail.rotation.z = PI * 0.5
_tail.position = Vector3(-0.95, 0.0, 0.0)
add_child(_tail)
# Dorsal fin (prism)
_fin = MeshInstance3D.new()
var prism := PrismMesh.new()
prism.size = Vector3(0.5, 0.5, 0.15)
_fin.mesh = prism
_fin.material_override = mat_dark
_fin.position = Vector3(0.1, 0.4, 0.0)
add_child(_fin)
# Bottom lighter area (belly)
var belly := MeshInstance3D.new()
var belly_mesh := CapsuleMesh.new()
belly_mesh.radius = 0.38
belly_mesh.height = 1.4
belly.mesh = belly_mesh
belly.material_override = mat_white
belly.rotation.z = PI * 0.5
belly.position = Vector3(0.0, -0.05, 0.0)
belly.scale = Vector3(1.0, 0.3, 1.0)
add_child(belly)
# Collision
var col := CollisionShape3D.new()
var cshape := CapsuleShape3D.new()
cshape.radius = 0.4
cshape.height = 2.4
col.shape = cshape
col.rotation.z = PI * 0.5
add_child(col)
func _generate_patrol_points() -> void:
_patrol_points.clear()
for _i: int in range(3):
_patrol_points.append(global_position + Vector3(
randf_range(-15.0, 15.0),
randf_range(-3.0, 3.0),
randf_range(-15.0, 15.0)
))
func _physics_process(delta: float) -> void:
_time += delta
if _player == null:
_find_player()
_attack_cooldown = max(0.0, _attack_cooldown - delta)
var player_dist: float = INF
if is_instance_valid(_player):
player_dist = global_position.distance_to(_player.global_position)
match _state:
State.PATROL:
_do_patrol(delta)
if player_dist < detection_radius:
_state = State.CHASE
State.CHASE:
if is_instance_valid(_player):
var dir: Vector3 = (_player.global_position - global_position).normalized()
velocity = dir * chase_speed
if player_dist < 2.0:
_state = State.ATTACK
if player_dist > detection_radius * 2.0:
_state = State.PATROL
_generate_patrol_points()
_patrol_index = 0
State.ATTACK:
if is_instance_valid(_player) and _attack_cooldown <= 0.0:
attacked_player.emit(damage)
_attack_cooldown = 2.0
if player_dist > 3.0:
_state = State.CHASE
# Smooth rotation toward velocity
if velocity.length_squared() > 0.1:
var target_basis: Basis = Basis.looking_at(velocity.normalized(), Vector3.UP)
transform.basis = transform.basis.slerp(target_basis, delta * 4.0)
# Tail wag animation
if is_instance_valid(_tail):
_tail.rotation.y = sin(_time * 5.0) * 0.4
move_and_slide()
func _do_patrol(delta: float) -> void:
if _patrol_points.is_empty():
_generate_patrol_points()
return
var target: Vector3 = _patrol_points[_patrol_index]
var dir: Vector3 = target - global_position
if dir.length() < 1.0:
_patrol_index = (_patrol_index + 1) % _patrol_points.size()
else:
velocity = dir.normalized() * move_speed
func take_damage(dmg: float) -> void:
health -= dmg
if health <= 0.0:
queue_free()